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Revert a bit of BeatSyncedContainer for smaller changeset.
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@ -1 +1 @@
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Subproject commit 773d60eb6b811f395e32a22dc66bb4d2e63a6dbc
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Subproject commit c6f030d6f1ab65a48de9ff1d0c424acb686e0149
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@ -2,11 +2,11 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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namespace osu.Game.Graphics.Containers
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{
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@ -16,7 +16,6 @@ namespace osu.Game.Graphics.Containers
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private int lastBeat;
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private TimingControlPoint lastTimingPoint;
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private EffectControlPoint lastEffectPoint;
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protected override void Update()
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{
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@ -31,21 +30,21 @@ namespace osu.Game.Graphics.Containers
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if (timingPoint.BeatLength == 0)
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return;
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int beatIndex = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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int beat = (int)((currentTrackTime - timingPoint.Time) / timingPoint.BeatLength);
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// The beats before the start of the first control point are off by 1, this should do the trick
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if (currentTrackTime < timingPoint.Time)
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beatIndex--;
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beat--;
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if (timingPoint == lastTimingPoint && beatIndex == lastBeat)
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if (timingPoint == lastTimingPoint && beat == lastBeat)
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return;
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double offsetFromBeat = (timingPoint.Time - currentTrackTime) % timingPoint.BeatLength;
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using (BeginDelayedSequence(offsetFromBeat, true))
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OnNewBeat(beatIndex, timingPoint, effectPoint, beatmap.Value.Track.CurrentAmplitudes);
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OnNewBeat(beat, timingPoint.BeatLength, timingPoint.TimeSignature, effectPoint.KiaiMode);
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lastBeat = beatIndex;
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lastBeat = beat;
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lastTimingPoint = timingPoint;
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}
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@ -55,7 +54,7 @@ namespace osu.Game.Graphics.Containers
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beatmap.BindTo(game.Beatmap);
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}
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protected virtual void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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protected virtual void OnNewBeat(int newBeat, double beatLength, TimeSignatures timeSignature, bool kiai)
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{
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}
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}
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